11/29/2022 0 Comments Blockscape demo![]() ![]() ![]() But I will say that this is the reason why I make a free version of Cubiquity available for testing - without that I don't think users could have any real idea of whether it will work for them. I won't say where Cubiquity falls into all this as I'm not (only!) here to sell and you can check out the link above if you're interested. Does it need procedural generation? Do the terrains have to be infinite? Should you be able to modify the terrain in the editor? Should you be able to modify them at runtime? Do you need to transform the terrain or have multiple instances? Do you want a custom pathfinding solution, or what about water simulation? There are so many factors to consider that simply calling something a voxel engine does not really help a user work out if it does what they need. Next up, there is the question of what features a voxel engine should provide. ![]() Throw in the old school engines used by Commanche, Delta Force, etc (which aren't really voxel engines at all) and you have a recipe for confusion. Some people think of natural terrain with Marching Cubes or other algorithms, some think of Minecraft terrain with textured cubic blocks, and some think of Voxatron style environments where everything is built of colored cubes. I think one of the most important things to realize (as is already becoming clear from this thread) is that people have vastly different ideas about what a 'voxel engine' actually is. I'm the developer of Cubiquity so keep that in mind when reading my thoughts Two examples they've given were cube-style voxels (aka Minecraft-style) and more general purpose shapes (ie a planet-shaped mesh). I think it is setting itself up as a complete replacement for Unity's terrain system.Ĭubiquity still has some advantages as it is supposed to be capable of more than "normal" terrains. It isn't the fanciest node system I've seen, but it is pretty nice nonetheless.īetween that and uTerrains support for platforms beyond desktops/laptops, infinite terrains, foliage handling, integration with RTP3, and a cheaper price tag, I think uTerrains is likely going to be a better deal than Cubiquity solely for terrains. One thing I noticed from the demo video for Ultimate Terrains, that is not mentioned in the thread, is that the biome system is a visual node-based system. It does not support infinite terrains and appears to be limited solely to voxel tasks (ie it doesn't handle foliage itself). One of the bigger differences is that Cubiquity is written as a native library so it only supports Windows, OS X, and Linux. Click to expand.I haven't gotten around to evaluating Cubiquity, but I can form a rough idea from the two threads. ![]()
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